Both of these areas are blocked off until life support and power are restored.
To fix the hull breach, you need a welder and a patch kit, then go outside.
You need to find out a specific locker number and the owner's code.
You need to find an engineering employee's crew member number.
Examine the dead crew member and check out his ID card.
The design on the back of the ID card relates to something else in the engine room.
Compare the position of the dots to the picture of the solar system.
The life support can't be fixed until the hull breach is repaired.
You need a tool to use in place of the broken lever.
The fuses in engineering are all blown and need to be replaced.
The fuses are various ratings. Each has to be put in the right slot.
With a little trial and observation, you should be able to find that there's a target arrangement where all the dials are in the green.
You need to access the engine bypass panel in the engine room.
You won't be able to open the panel until power and life support are restored.
You're not part of the engineering crew. You'll need the assistance of some who is.
From his ID card, you can tell that poor John Smith was one of the engineering crew.
The scanner can't get a good reading because John's body has cooled too much.
You need to find something to warm up John's hand to get an accurate reading.
You have to wire up the engine bypass. The engineering crew have left a helpful note.
Each line on the note should guide you for which pairs need to be connected.
Focus on the first and last letters of each word in the note.
You need to figure out the password. There's a note nearby that will guide you.
The shapes on the note should all be familiar, if you've been examining everything.
Each shape indicates a word to be used to construct the password.
You're not necessarily using the first letters of each of the words you found.
The limited capabilities of the damaged ship mean you have to carefully chose a course to meet several constraints.
Only one route through the map will get you to the destination planet safely in 6 jumps.
You can start by eliminating any jumps that have a cost greater than 5.
It may be easiest to work back from the remote planet, labelling it zero, then go through each link connected to it, labeling the next nodes as 1, and so on.
Be sure to check the constraint to replenish your atmosphere by the end of your second hop.
Your final route should pass through 1978-5.
You've already plotted your course to victory.
The command Starship's name is relevant.
The horizontal coordinates look to be a familiar format.
You need to look things up in the ancient records.
The navigation chart has some information you haven't used.